{"name":"Eyemite Beholder-Kin","cr":"1\/8","types":"Aberration","size":"Tiny","languages":"","alignment":"Neutral Evil","description":"","suggestedenvironment":"","ac":"13","hitpoints":"8hp (2d4+3)","strength":"8","dexterity":"16","constitution":"12","intelligence":"2","wisdom":"10","charisma":"10","movement":"0","fly":"","hover":"40","burrow":"","swim":"","climb":"","senses":"darkvision 60 ft., passive Perception 12","skills":"Perception +2","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"prone","spellcasting":"","atwill":"","onceperday":"","twiceperday":"","thriceperday":"","specialabilities":"","actions":"[b]Bite.[\/b] Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage\r\n\r\n[b]Eye Rays.[\/b] The Eyemite Beholder-Kin shoots one of the following eye rays at random, choosing one target within 30 feet of it.[br]\r\n[b]1. Fear Ray:[\/b] The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1d4 rounds The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.[br]\r\n[b]2. Confusion:[\/b] The targeted creature must succeed on a DC 13 Wisdom saving throw or it can't take reactions until the end of its next turn. On its turn, the target can't move, and uses its action to make a melee attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.[br]\r\n[b]3. Ray of Frost:[\/b] Same as the spell[br]\r\n[b]4. Mage Hand:[\/b] Same as the spell","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"aberration, beholder,beholder-kin,eyemite","isShared":"1","templateId":"21","blockId":"87745"}